/*
 * $Id: BL_MeshDeformer.h 35063 2011-02-22 10:33:14Z jesterking $
 *
 * ***** BEGIN GPL LICENSE BLOCK *****
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
 * All rights reserved.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s): none yet.
 *
 * ***** END GPL LICENSE BLOCK *****
 */

/** \file BL_MeshDeformer.h
 *  \ingroup bgeconv
 */

#ifndef BL_MESHDEFORMER
#define BL_MESHDEFORMER

#include "RAS_Deformer.h"
#include "DNA_object_types.h"
#include "DNA_key_types.h"
#include "MT_Point3.h"
#include <stdlib.h>

#if defined(WIN32) && !defined(FREE_WINDOWS)
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
#endif //WIN32

class BL_DeformableGameObject;

class BL_MeshDeformer : public RAS_Deformer
{
public:
	void VerifyStorage();
	void RecalcNormals();
	virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map);
	BL_MeshDeformer(BL_DeformableGameObject *gameobj,
					struct Object* obj,
					class RAS_MeshObject *meshobj ):
		m_pMeshObject(meshobj),
		m_bmesh((struct Mesh*)(obj->data)),
		m_transverts(0),
		m_transnors(0),
		m_objMesh(obj),
		m_tvtot(0),
		m_gameobj(gameobj),
		m_lastDeformUpdate(-1)
	{};
	virtual ~BL_MeshDeformer();
	virtual void SetSimulatedTime(double time){};
	virtual bool Apply(class RAS_IPolyMaterial *mat);
	virtual bool Update(void){ return false; };
	virtual bool UpdateBuckets(void){ return false; };
	virtual	RAS_Deformer*	GetReplica(){return NULL;};
	virtual void ProcessReplica();
	struct Mesh* GetMesh() { return m_bmesh; };
	virtual class RAS_MeshObject* GetRasMesh() { return (RAS_MeshObject*)m_pMeshObject; };
	virtual float (* GetTransVerts(int *tot))[3]	{	*tot= m_tvtot; return m_transverts; }
	//	virtual void InitDeform(double time){};

protected:
	class RAS_MeshObject*		m_pMeshObject;
	struct Mesh*				m_bmesh;
	
	// this is so m_transverts doesn't need to be converted
	// before deformation
	float						(*m_transverts)[3];
	float 						(*m_transnors)[3];
	struct Object*				m_objMesh; 
	// --
	int							m_tvtot;
	BL_DeformableGameObject*	m_gameobj;
	double					 	m_lastDeformUpdate;


#ifdef WITH_CXX_GUARDEDALLOC
public:
	void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_MeshDeformer"); }
	void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};

#endif

